| | |
| | |
|
| | | return callFunc(curPlayer, mapID, funcLineID)
|
| | |
|
| | | def GetFBNPCInitAttr(curPlayer, turnFight, npcObj):
|
| | | def GetFBNPCInitAttr(turnFight, npcObj):
|
| | | ## 获取副本指定NPC初始化属性
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
|
| | |
|
| | |
| | | if callFunc == None:
|
| | | return
|
| | |
|
| | | return callFunc(curPlayer, turnFight, npcObj)
|
| | | return callFunc(turnFight, npcObj)
|
| | |
|
| | | def OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer=None, useSkill=None):
|
| | | def OnFBNPCKilledBefore(turnFight, gameObj, killer=None, useSkill=None):
|
| | | ## 副本NPC被击杀前处理,一般用于处理一些不被击杀的副本NPC逻辑
|
| | | # @return: 可否被正常击杀
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(turnFight.mapID)
|
| | |
| | | # 不需要逻辑时默认可被正常击杀
|
| | | return True
|
| | |
|
| | | return callFunc(curPlayer, turnFight, gameObj, killer, useSkill)
|
| | | return callFunc(turnFight, gameObj, killer, useSkill)
|
| | |
|
| | | def OnPlayerLineupAttackResult(curPlayer, atkObj, killObjList, useSkill, mapID, funcLineID):
|
| | | ## 回合战斗主动发起的玩家阵容攻击结果额外处理 ,一般处理副本相关的掉落、奖励等
|
| | |
| | |
|
| | | return
|
| | |
|
| | | def OnTurnFightOver(curPlayer, turnFight, mapID, funcLineID, overMsg):
|
| | | def OnTurnFightOver(turnFight, mapID, funcLineID, overMsg):
|
| | | ## 回合战斗结束
|
| | |
|
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | |
| | | if callFunc == None:
|
| | | return
|
| | |
|
| | | return callFunc(curPlayer, turnFight, mapID, funcLineID, overMsg)
|
| | | return callFunc(turnFight, mapID, funcLineID, overMsg)
|
| | |
|
| | | def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
|
| | | ## 回合战斗结算奖励
|
| | | |
| | | do_FBLogic_ID = __GetFBLogic_MapID(mapID)
|
| | | |
| | | callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "OnTurnFightAward"))
|
| | | |
| | | if callFunc == None:
|
| | | return
|
| | | |
| | | return callFunc(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict)
|